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Also, we definitely wanted something that was available for any platform. And that means open-sourcing code, allowing others to understand the code from looking at it, allowing them to optimize it, and also making the code as accessible as possible, to allow people to do the best job of integrating that code.

So, that was a major goal, obviously, being open. Also, we wanted to provide a solution that works in a cross-platform manner, so we did not want to make it too high in terms of required functionality. And that also meant we had to have something that is fast, right? In fact, we are very proud of the overall performance in terms of the overhead. The actual cost of running FSR technology is very small, really, for what it does. And, ironically, I don't think this has been talked about enough in those press reviews.

The tech is great, obviously. But what it does, and for the cost [when it comes to PC resources], I think is very impressive. So, we are particularly proud of how performant it is. But, that performance meant we could allow lower-end hardware to also benefit from the tech. And, the reason why we wanted this is that we're very much aware that the GPU market, currently, is So, by providing a technique that everybody could use, and not only our customers, but customers from other companies, then we basically help every player out there to get access to better visuals and better experiences in their games.

The ease of integration was another goal. If you're targeting multiple platforms, you're going to want a piece of tech that is as easy as possible to integrate, right? So, we found that FSR ticks that box. So, regardless of the API or the engine you use, it becomes actually very easy for game developers to integrate the tech.

So, the technology itself had to support what we call fixed scaling and arbitrary scaling. Fixed scaling means your first resolution is basically fixed to any given resolution, and then you scale it to any given output resolution. Arbitrary scaling means the scaling factor to apply can be anything you want between 1x and 4x. The reason why this arbitrary scale is important is because there's a piece of tech that is used in games called dynamic resolution scaling. And that goes back to what I mentioned earlier about better pixels.

The idea is that you've got a fixed performance budget. Say you want your game to run at 60 FPS. So, the game will automatically adjust the source resolution, so that you're always within that 60 FPS. And obviously, this is where FSR can come in. So, regardless of your source input, your destination resolution is the same, and we wanted to support this very important feature. And, finally, we wanted to show the tech actually being used in games.

Nick Thibieroz: Yes, that's interesting. Quite a few devs were surprised that we went with a spatial-based upscaling. So, FSR is pretty special in the sense that it does not rely on previous frames, or motion vectors, or any jittering of the frame to produce the upscaling technology.

The con is obviously that you've got less data to work with. The pro is that it's also a lot easier to integrate, which means any game can be integrated. You do not need to have TAA Temporal anti-aliasing already integrated in your game to take advantage of it. In fact, any anti-aliasing technique can work with FSR as long as there is some anti-aliasing.

So, sometimes [the devs] were surprised that our technology, at least our first foray into FSR, was spatial-based. But, they're also pleasantly surprised to see the quality on offer for the performance cost. So, that was also quite a surprise that they could get this level of quality for just an upscaling technique. So, in that respect, we were pretty happy with the response.

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